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Gamepad counter

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In this video, Scott Pagano explains how to build a Blueprint network to take the input from one button of a game controller and toggle through four values in your Blueprint. Learn techniques for gamepad driven value counters in Blueprints in Unreal.

- [Narrator] Alright, so now we're gonna go to our…content browser and we're gonna open up our VR Pawn.…And we've taken out the motion controller thumbstick left…Y-axis, and we've replaced that with the gamepad…left thumbstick Y-axis to drive our motion.…Now we're gonna go down to this part of our blueprint…and deal with a different control system…for controlling the animated variables…that are changing the shaders.…So first thing, I'm just gonna take all of these…motion controller events and blast them out,…and what we're gonna do in the palette, I'm gonna type…gamepad and I just want a gamepad face button left event.…

Alright, cause we're just gonna use one button,…and we're gonna build a counter…that cycles through four numbers: zero, one, two, and three,…and then fires off events based on those.…We're doing this for a few different reasons.…One, it's to explore something different.…Another is that the fact that the button mappings…between unreal and the gear VR can shift.…For example, the face button left…

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Released

6/6/2017

Discover how to leverage Unreal Engine to create immersive virtual reality experiences. In this course, learn how to build a real-time motion graphics-style scene in Unreal Engine for deployment on VR headsets. To begin, Scott Pagano covers the proper exporting process out of Maya and importing process into Unreal. Then he moves on to the nuts and bolts of the course—constructing a series of blueprints that provide all the interactivity and logic needed to make your scene work in VR. Scott covers scene building for HTC VIVE and Samsung Gear VR, as well as VR deployment on Android phones. You'll leave this course with valuable skills that can help you dive into building content for the immersive future.